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Messages - XFR_Odin_1

#1
General Discussion MVA / Re: Some problems
February 06, 2006, 12:41:26 PM
I do see stock maps and maps from other user created tracks.  It feels like I am missing a required .dll file or something, like the routine will not execute properly.  I have re-installed a couple of times and the results have been the same.

I tried uping the gamma a bit in catalyst, but not as much as you suggest.  I try a much higher setting for the in-game lighting.

Thanks for the help Bruce.

-Odin
#2
General Discussion MVA / Re: Some problems
February 05, 2006, 07:07:57 PM
Thats good news about the holeshot.

Anyone have any thoughts about why I cant generate a track map?  I'm wondering if MVA just doesn't like my graphics card.

-Odin
#3
General Discussion MVA / Re: Some problems
February 05, 2006, 03:24:45 PM
Yes.  I have also experimented with SX and NAt splines, same result.  I have also tried selecting all the spline nodes and generating, same result.  For further experimmentation I tried it with and without a funnel section, same result, nothing generated.  Also tried a new project and slapped down a simple sline, nothing generated.

Another question.  Is there a way to make the holeshot trigger on an sx?

-Odin
#4
General Discussion MVA / Some problems
February 05, 2006, 02:58:41 PM
I'm having some trouble with mini map generation.  I have Bruce's bug fixer but I dont think that I have that particular bug.  My problem is that whenever I hit generate I get an all grey image.  If I save the image and open it in PS its just a pure black image.  I have also tried importing my texture map (letting the game rezie it) and then using the bug fixer but then I still get no in game track map.  If it help, my game is also dark.  In some places the shadows and water are totally black.

Some info:
Gcard:  Visiontek Xstacy Radeon x700 256meg
Latest ATI drivers
Directx 9.0c

If there is something I am doing wrong in the bug fix procedure please let me know.

-Odin
#5
Track Creators / Re: stadiums?
February 05, 2006, 02:34:55 PM
I've been able to go as low as 35%.  Probably the loweest you could go is 31 or 32%. Lets not talk about how you cant move them anywhere or that they cut off 20-40% of usable space on the disp map.

-Odin
#6
I just read another of your posts regarding the camera keys laurie and I cant wait to see the new version.  I have already developed a work around for the shadowing so thats really no big deal.  I think I also read that the new version will have the MXU objs. in it.  Between the objs. and the hotkeys, I might die from anticipation before the release date.

-Odin
#7
I have some more mundane ideas that I would like to see implemented in Dillo2. 

1.  I would really like to see hotkeys for moving the camera in Dillo2.  D1 is far easier for me to navigate in using the hotkey camera movement.  Also, it cuts down on the carpal tunnel.

2.  I would also like to see the red box that surrounds objs. in D1 in D2.  This helps me get a better view of the size of the obj. I'm placing and also if I want the obj. to be right on the surface of the terrain the red box makes it very easy to see where this happens.  I use the red box for anything that cant be handle by the bail button.  If I use the bail button to get the banner right on the terrain then I also get a tilted banner when it matches the terrain in all angles.

3.  A button that rotates objs. 90 degrees at a time in the horizontal plane (x-plane I think).  Another button that rotates at 45s would be handy also.

4.  There is a problem in D2 when rendering obj. shadows (trees work great).  The routine generates a shadow from the bottom of the obj. regardless of where that object is in the terrain.  This makes for some odd shadows for banners, fences, and pennents.  The result is that the obj. shadow may start several feet from where the obj. is placed in the terrain.  I have developed a couple of ways to deal with this and make the shadow actually starts where the obj. meets the terrain.

Just some thoughts

-Odin
#8
Track Creators / Re: Milkshape 3D problem
March 23, 2005, 11:29:11 PM
Ran it this morning and everything looks great.

-Odin
#9
Track Creators / Re: Milkshape 3D problem
March 23, 2005, 01:23:31 PM
Got the latest version Laurie, I'll give it a run in the morning.  Thanks for making something us poor folk can use. 8)

-Odin
#10
Track Creators / Re: Milkshape 3D problem
March 16, 2005, 09:04:35 PM
Laurie,

I used the ms3d box tool to make the bail.  I tried switching the order of certain vertices but this leads to those faces becoming transparent.  You explaination of the normals facing the wrong direction makes a lot of sense to me actually.  Your also right about the texture used, there is no lighting applied to it, all side are the same color.


-Odin
#11
Track Creators / Re: Milkshape 3D problem
March 10, 2005, 10:15:21 PM
Actually cR, thats about 80% of the size of a stock bail.  If you look in the background of pic 1 there is a stock bail at the top.  What they are is in-between the size of spodes small bails and a stock bail.

And thanks goes to XFR_MIS, thats his texture skin on those bails.


-Odin

#12
Track Creators / Re: Milkshape 3D problem
March 10, 2005, 11:22:57 AM
I was actually asking about how the bail and the lighting react in game.  I made a couple of pics to help illustrate whats happening.





In each pic the light source is the same (90 direction and 45 pitch) and the bails are oriented with the long sides either perpendicular or parallel to the light source.  As you see the lighting on the short side of the bail is correct, but the long sides of the bail the lighting is reversed.  The lighting of the bail is normal in Milkshape and this is not because the bails are placed in that particular position.  A sigle bail will light the same way.  Hope this helps get my question across and if this effect is what you were answering just let me know to read your post a little more carefully.

-Odin
#13
Track Creators / Milkshape 3D problem
March 10, 2005, 02:17:38 AM
Laurie,

Been working with Milkshape and the plugin that you made (nice stuff, thanks for the work) but when I export a bail on 2 of the six sides the shadowing is on the wrong side of the bail.  All other surfaces reflect properly.  The sides in question are the left and right sides, front, back, top and bottom are all properly lighted.  Reversing vertex order gives the opposite problem, that is:  Left and right are fine, but the rest of the object lights backwards.

Any thoughts?


-Odin
#14
Track Creators / Re: Serengetti trees
March 07, 2005, 10:08:59 AM
hmmm, well thaks for the help guys. 

I'm beginning to think that my Dillo1 is just not operating properly in this area.  It also does a few other odd things when randomly generating trees.

1.  If lets say I click desert veg set first (doesn't matter which I pick first) and then decide I want to change to a different one the new veg will not be randonly generated but the desert set with be generated again.  If I generate many times (10 ish) then the desired set appears (with the exception of serengetti. all the veg types are there).

2.  The MXU veg sets generate nothing.  That is, the percentage bar runs at the bottom and zero vegetation appears.  I do have the latest MXU est files and the updated RES files as well.

-Odin
#15
Track Creators / Re: Serengetti trees
March 07, 2005, 02:45:09 AM
I'm not getting any of the serengetti trees even on a totally flat disp. map.  I've adjusted the StandardDeviationSlope up and down with no results.  And also my custom objects place and appear just fine.

Thanks for all the responses and ideas.


-Odin
#16
Track Creators / Re: Serengetti trees
March 04, 2005, 11:45:20 PM
Ok, copied and pasted.  Still not a single tree in sight.  Maybe there is a glitch in armidillo or something maybe a reinstall?  Although I've had this problem ever since I started using D1.

??? ??? ???

-Odin
#17
Track Creators / Re: Serengetti trees
March 04, 2005, 11:31:00 PM
Well I haven't done any editing of the .est file and I just compared mine .est to file to the one you posted and they are identical.  What happens to me is that I'll do a generate with serengetti and everything will get placed but the trees.  That is I get everything except veg. items 10-12.  this happens to me no matter how many items I generate and no matter how many times I regenerate the veg.  Another odd thing is that the trees place just fine in DIllo2.

Thanks for the reply and the serengetti is my favorite also.  Love the way the trees over hang the track.

-Odin
#18
Track Creators / Serengetti trees
March 04, 2005, 10:49:36 PM
This has probably been asked and answered years ago but I found nothing relating to my question in the archives so here goes.

Anyone know why Dillo1 doesn't place any of the large trees when generating vegetation with the serengetti .est file?  Is there any way to get Dillo1 to place the trees?

-Odin
#19
Ok I'm a little confused here, are you guys building the tracks from scratch or are you getting them from rainbow and making them playable in mcm2? 

-and

Can we track makers possible get some of thos staduims for our sx creations.  I really like seeing actually people and not just multi-colored dots


-Odin
#20
General Discussion / Re: AMAZING
December 27, 2004, 11:09:23 PM
Try this link to set your router

http://www3.sympatico.ca/nibblesnbits/PortRoute.html


And a big thanks to twisteddirt for getting those MXU tracks.  I cant wait for the 1st to roll around, its like xmas all over again

-Odin